/obj/structure
icon = 'icons/obj/structures.dmi'
w_class = ITEMSIZE_IMMENSE
layer = OBJ_LAYER - 0.01
var/climbable
var/breakable
var/parts
var/list/climbers
var/list/footstep_sound //footstep sounds when stepped on
var/material/material
var/build_amt = 2 // used by some structures to determine into how many pieces they should disassemble into or be made with
var/slowdown = 0 //amount that pulling mobs have their movement delayed by
/obj/structure/Destroy()
if(parts)
new parts(loc)
if (smooth)
queue_smooth_neighbors(src)
return ..()
/obj/structure/attack_hand(mob/user)
if(breakable)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
attack_generic(user,1,"smashes")
else if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(H.species.can_shred(user))
attack_generic(user,1,"slices")
if(LAZYLEN(climbers) && !(user in climbers))
user.visible_message("[user] shakes \the [src].", \
"You shake \the [src].")
structure_shaken()
return ..()
/obj/structure/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
qdel(src)
return
if(3.0)
return
/obj/structure/proc/dismantle()
var/material/dismantle_material
if(!get_material())
dismantle_material = SSmaterials.get_material_by_name(DEFAULT_WALL_MATERIAL) //if there is no defined material, it will use steel
else
dismantle_material = get_material()
for(var/i = 1 to build_amt)
dismantle_material.place_sheet(loc)
qdel(src)
/obj/structure/Initialize(mapload)
. = ..()
if (!mapload)
updateVisibility(src) // No point checking this before visualnet initializes.
if(climbable)
verbs += /obj/structure/proc/climb_on
if (smooth)
queue_smooth(src)
queue_smooth_neighbors(src)
/obj/structure/proc/climb_on()
set name = "Climb structure"
set desc = "Climbs onto a structure."
set category = "Object"
set src in oview(1)
do_climb(usr)
/obj/structure/MouseDrop_T(mob/target, mob/user)
var/mob/living/H = user
if(istype(H) && can_climb(H) && target == user)
do_climb(target)
else
return ..()
/obj/structure/proc/can_climb(var/mob/living/user, post_climb_check=0)
if (!climbable || !can_touch(user) || (!post_climb_check && (user in climbers)))
return 0
if (!user.Adjacent(src))
to_chat(user, "You can't climb there, the way is blocked.")
return 0
var/obj/occupied = turf_is_crowded()
if(occupied)
to_chat(user, "There's \a [occupied] in the way.")
return 0
return 1
/obj/structure/proc/turf_is_crowded(var/exclude_self = FALSE)
var/turf/T = get_turf(src)
if(!T || !istype(T))
return 0
for(var/obj/O in T.contents)
if(istype(O,/obj/structure))
var/obj/structure/S = O
if(S.climbable)
continue
if(O && O.density && !(O.flags & ON_BORDER)) //ON_BORDER structures are handled by the Adjacent() check.
if(exclude_self && O == src)
continue
return O
return 0
/obj/structure/proc/do_climb(var/mob/living/user)
if (!can_climb(user))
return
usr.visible_message("[user] starts climbing onto \the [src]!")
LAZYADD(climbers, user)
if(!do_after(user,50))
LAZYREMOVE(climbers, user)
return
if (!can_climb(user, post_climb_check=1))
LAZYREMOVE(climbers, user)
return
usr.forceMove(get_turf(src))
if (get_turf(user) == get_turf(src))
usr.visible_message("[user] climbs onto \the [src]!")
LAZYREMOVE(climbers, user)
/obj/structure/proc/structure_shaken()
for(var/mob/living/M in climbers)
M.Weaken(1)
to_chat(M, "You topple as you are shaken off \the [src]!")
LAZYREMOVE(climbers, M)
for(var/mob/living/M in get_turf(src))
if(M.lying) return //No spamming this on people.
M.Weaken(3)
to_chat(M, "You topple as \the [src] moves under you!")
if(prob(25))
var/damage = rand(15,30)
var/mob/living/carbon/human/H = M
if(!istype(H))
to_chat(H, "You land heavily!")
M.adjustBruteLoss(damage)
return
var/obj/item/organ/external/affecting
switch(pick(list("ankle","wrist",BP_HEAD,"knee","elbow")))
if("ankle")
affecting = H.get_organ(pick(BP_L_FOOT, BP_R_FOOT))
if("knee")
affecting = H.get_organ(pick(BP_L_LEG, BP_R_LEG))
if("wrist")
affecting = H.get_organ(pick(BP_L_HAND, BP_R_HAND))
if("elbow")
affecting = H.get_organ(pick(BP_L_ARM, BP_R_ARM))
if(BP_HEAD)
affecting = H.get_organ(BP_HEAD)
if(affecting)
to_chat(M, "You land heavily on your [affecting.name]!")
affecting.take_damage(damage, 0)
if(affecting.parent)
affecting.parent.add_autopsy_data("Misadventure", damage)
else
to_chat(H, "You land heavily!")
H.adjustBruteLoss(damage)
H.UpdateDamageIcon()
H.updatehealth()
return
/obj/structure/proc/can_touch(var/mob/user)
if (!user)
return 0
if(!Adjacent(user))
return 0
if (user.restrained() || user.buckled)
to_chat(user, "You need your hands and legs free for this.")
return 0
if (user.stat || user.paralysis || user.sleeping || user.lying || user.weakened)
return 0
if (issilicon(user))
to_chat(user, "You need hands for this.")
return 0
return 1
/obj/structure/attack_generic(var/mob/user, var/damage, var/attack_verb, var/wallbreaker)
if(!breakable || !damage || !wallbreaker)
return 0
visible_message("[user] [attack_verb] the [src] apart!")
user.do_attack_animation(src)
spawn(1)
qdel(src)
return 1
/obj/structure/get_material()
return material